Method
This node controls the Kinect Skeleton tracked from a Kinect camera sensor.
If this node is hashed out with red, this means the node isn’t active for some reason. Usually :
- Kinect isn’t on or hasn’t been connected to Notch.
- Kinect Skeletons have not been enabled in the project settings window.
- A suitable skeleton hasn’t been found yet.
Transform
Name | Description |
---|---|
Position X | Move its position along the x-axis in local space. |
Position Y | Move its position along the y-axis in local space. |
Position Z | Move its position along the z-axis in local space. |
Rotation Heading | Rotate the object about the y-axis. |
Rotation Pitch | Rotate the object about the x-axis. |
Rotation Bank | Rotate the object about the z-axis. |
Scale X | Scale along the x-axis. |
Scale Y | Scale along the y-axis. |
Scale Z | Scale along the z-axis. |
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
Attributes
Name | Description |
---|---|
Use Active Skeleton | When enabled, automatically select the currently active skeleton. |
Avatar Index | Select which Skeleton to use from the avatar index. Only functional with Use Active Skeleton is disabled. |
Rotate Bind Pose Joints By Facing Direction | Rotate the bind pose to face along the skeletons local rotations. |
Input Skeleton Scale | Scale the size of the input skeleton. |
Smoothing | How much smoothing is applied to the output skeletons motion. |
Derive Rotations (Don’t Use Kinect SDK Rotations} | Use internally calculated rotations instead of rotations from the Kinect SDK. |
Inputs
Name | Description | Typical Node Input |
---|---|---|
Hierarchy Root | Connect the skeleton root node to drive the rest of the skeleton from. | Imported 3D Scene |
Transform Modifier | Links all transform properties to the input node. | Null |
Target Node | Always faces the x-axis towards the inputs anchor point. | Null |
Local Transform Override | Override the transformation values of the node, relative to its parent. | Null |
Also listed are the joints for the rest of the skelatal system. To drive a node based on a specific joint, connect it to its relevant input.
Outputs
The outputs section for this node is currently being worked on.